﻿using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

namespace Yoozoo.Gameplay.RTS
{
    public class TRtsResourcePoolConfig
    {
        public int id;
        public int maxDynamicResourceNum;
        public int maxUseEffect;
    }

    public class TRtsResourceConfig
    {
        public int id;
        public int type;
        public string name;
        public int poolNum;
        public int priority;
    }

    public class THeroSkill
    {
        public int id;
        public int skill_level;
        public int type;
        public int author_type;
        public string skill_name;
        public string skill_icon;
        public int mana;
        public int skill_hit_light;
        public List<Vector2Int> skill_effect_id;
        public Vector2Int storage_effect_id;
        public List<int> child1_condition_type;
        public List<int> child2_condition_type;
        public List<int> child3_condition_type;
        public string audio;
        public List<int> child1_element;
        public List<int> child1_element_delay;

        public List<int> child2_element;
        public List<int> child2_element_delay;

        public List<int> child3_element;
        public List<int> child3_element_delay;
        public int skill_name_type;
        public Dictionary<string, float> child1_director_parmData;
        public Dictionary<string, float> child2_director_parmData;
        public Dictionary<string, float> child3_director_parmData;

        public List<int> child1_target_type;
        public List<int> child2_target_type;
        public List<int> child3_target_type;
        public string skill_animation;
        public Vector2 animation_change_speed;
    }

    public class LangConfig
    {
        public string lang_id;
        public string str;
        public string length;
    }

    public class skill_element_rts
    {
        public int id;
        public int element_type;
        public Vector2Int skill_effect_id;
        public int skill_effect_type;
        public int float_text_type;
        public string float_text;
        public int float_hp_num;
        public List<Vector2Int> float_hp_num_cd;
        public List<int> shake_cd;
    }

    public class hero_monster
    {
        public int id;
        public string hero_name;
        public string rts_skill_spell;
        public Vector2Int skill_active;
    }

    public class rts_quality_level
    {
        public int id;
        public int quality;
        public int MaxFlyTextNum;
        public int MaxAttackEffectNum;
        public int MaxSkillEffectNum;
        public bool IsLimitSelf;
    }

    public class rts_fomation_soldierIndex
    {
        public int id;
        public int sid;
        public List<int> soldierLocation;
    }
}